using UnityEngine;

public class P_AnimationStateManager : MonoBehaviour
{
	public string _AnimationState = "Base";

	public bool CanUseBasePlayerAnimations;

	public bool FootstepsEnabled;

	private bool FootstepCooldown;

	[SerializeField]
	private AudioSource PlayerAudioSource;

	[SerializeField]
	private AudioClip[] PlayerAnimationAudioClips;

	[SerializeField]
	private AudioClip[] FootstepSounds;

	private void Update()
	{
		CheckAnimationState();
	}

	private void CheckAnimationState()
	{
		if (_AnimationState == "Base")
		{
			CanUseBasePlayerAnimations = true;
		}
		else
		{
			CanUseBasePlayerAnimations = false;
		}
	}

	public void PlayPlayerAnimationSound(int Index)
	{
		if (Index >= 0 && Index <= PlayerAnimationAudioClips.Length)
		{
			PlayerAudioSource.PlayOneShot(PlayerAnimationAudioClips[Index]);
		}
		else
		{
			Debug.LogWarning("Attempted to play player animation sound outside of index");
		}
	}

	public void PlayFootstepSound(int UseFootstepEnabledBool)
	{
		if (UseFootstepEnabledBool == 1)
		{
			if (FootstepsEnabled && !FootstepCooldown)
			{
				PlayerAudioSource.Stop();
				PlayerAudioSource.PlayOneShot(FootstepSounds[Random.Range(0, FootstepSounds.Length)]);
			}
		}
		else if (!FootstepCooldown)
		{
			PlayerAudioSource.Stop();
			PlayerAudioSource.PlayOneShot(FootstepSounds[Random.Range(0, FootstepSounds.Length)]);
		}
	}
}
